![]() ![]() You can duplicate this effect as you like, and offset the keyframing as you see below to create multiple bursts. Select the top vertices of the base object (before applying the modifiers) and then give that vertex group called “top”.Īnimate the scale of the object from small to large, and then modify the strength of the hook modifier (applied to the “top” vertex group), causing the outer edge of the burst to stick to the hook with decreasing proximity. Just make an array of objects and then apply a curve modifier attaching it to a circle curve. Making the ring is something you can find in this tutorial, though it’s pretty easy if you’re experienced with blender. The idea here is to add a vertex group to the outer edge of a ring formed by an array of small objects, then to stick the applicable vertices to an empty hook attractor. Starbursts - Lots of small particles expanding to fill the screen and then fading from view.You can imagine also adding an alpha gradient to the particle to make it appear as if the end is more transparent, like a proper motion blur, but I’ll leave that as homework for now. Excessive stretching may result in geometric abberation, but all in all this is a rather good simulation of a motion trail without requiring real motion blur. Additionally, you can abuse the geometry node to create some interesting colours, by attaching the position output to a colourramp and plugging that into the colour input of an emission shader.įinally, to increases the smoothness, subdivide both the circle and the curve. ![]() This is a very easy effect to generate, and you can even duplicate the object and keyframe that for multiple offset motion trails. Simply keyframe these animations to make the desired effect. Note that setting the particle to the world origin will situate it on the origin of the curve. Here, all we need to do is (ensuring you’re in top view), keyframe the x axis position of your particle (use a circle) with a curve modifier attached to your path curve, and you’ll see that sliding it to the right or left will displace it along the curve, and scaling it on the x axis will grow and shrink it along the curve. ![]() This is easy to do with the curve modifier, which allows us to constrain an object’s transforms to a curve.
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